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59
Assets/02.Scripts/EaseEffect.cs
Normal file
59
Assets/02.Scripts/EaseEffect.cs
Normal file
@ -0,0 +1,59 @@
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using UnityEngine;
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public enum Acceleration
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{
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None = default,
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EaseExpoIn,
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EaseExpoOut,
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EaseBounceIn,
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EaseBounceOut,
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// EaseBounceOut = None
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//아직 정해지지 않은건 None표시
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}
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public static class EaseEffect
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{
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//가속도를 위한 함수...▼
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public static float ExpoIn(float t)
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{
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}
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public static float ExpoOut(float t)
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{
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}
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public static float BounceIn(float t)
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{
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}
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{
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return 7.5625f * t * t + 0.75f;
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}
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else if (t < (2.5f / 2.75f))
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{
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return 7.5625f * t * t + 0.9375f;
|
||||
}
|
||||
else
|
||||
{
|
||||
t -= (2.625f / 2.75f);
|
||||
return 7.5625f * t * t + 0.984375f;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
2
Assets/02.Scripts/EaseEffect.cs.meta
Normal file
2
Assets/02.Scripts/EaseEffect.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 979d6ad658042c940ab8ebe95e15b764
|
@ -7,264 +7,187 @@ using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
|
||||
public enum Acceleration
|
||||
{
|
||||
|
||||
None = default,
|
||||
EaseExpoIn,
|
||||
EaseExpoOut,
|
||||
EaseBounceIn,
|
||||
EaseBounceOut,
|
||||
|
||||
// EaseBounceOut = None
|
||||
//아직 정해지지 않은건 None표시
|
||||
}
|
||||
|
||||
public class TycoonCard : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler ,IPointerMoveHandler
|
||||
{
|
||||
|
||||
[field: SerializeField, CLabel("SelectCardUi")]
|
||||
public class TycoonCard : MonoBehaviour
|
||||
{
|
||||
private TycoonSelectCard _selectCardUi;
|
||||
|
||||
[field: Title("카드 속성")]
|
||||
|
||||
private CardData _cardDataForIDX;
|
||||
internal CardData CardDataForIdx;
|
||||
[field: SerializeField, CLabel("IDX"), ReadOnly]
|
||||
private string _cardData = "AddAllLiquid";
|
||||
|
||||
[field: SerializeField, CLabel("카드 이름")]
|
||||
private string CardName;
|
||||
private string cardName;
|
||||
//[field: SerializeField, CLabel("카드 이미지")]
|
||||
//private Image CardImage;
|
||||
[field: SerializeField, CLabel("카드 텍스트")]
|
||||
private string CardText;
|
||||
private string cardText;
|
||||
|
||||
private Coroutine currentRotationCoroutine;
|
||||
private Coroutine _currentRotationCoroutine;
|
||||
[FormerlySerializedAs("RotationDurationCard")]
|
||||
[field: Title("카드 회전")]
|
||||
[field: SerializeField, CLabel("카드 회전 속도")]
|
||||
private float RotationDurationCard = 1.0f;
|
||||
internal float rotationDurationCard = 1.0f;
|
||||
[field: SerializeField, CLabel("회전 가속 종류")]
|
||||
public Acceleration AccelerationCard;
|
||||
public Acceleration accelerationCard;
|
||||
|
||||
[field: Title("부가효과 : 카드 기울기")]
|
||||
[field: SerializeField, CLabel("최대 기울기(각도)")]
|
||||
private float maxRotationAngle = 15f;
|
||||
internal float maxRotationAngle = 15f;
|
||||
[field: SerializeField, CLabel("기울기 복원 속도")]
|
||||
private float returnSpeed = 1.0f;
|
||||
private bool isPointerInside; // 이미지 안에 마우스가 있는지 여부를 추적
|
||||
private Coroutine endRotationCoroutine;
|
||||
internal float returnSpeed = 1.0f;
|
||||
private float _returnSpeedTime = 0.0f; // 복원속도를 더할 메서드
|
||||
private bool _isPointerInside; // 이미지 안에 마우스가 있는지 여부를 추적
|
||||
private Coroutine _startRotationCoroutine;
|
||||
private Coroutine _endRotationCoroutine;
|
||||
|
||||
private Image image;
|
||||
private Image _image;
|
||||
private RectTransform _rectTransform;
|
||||
private Transform _cardComTransform;
|
||||
private TycoonCardArea _cardArea;
|
||||
|
||||
private RectTransform rectTransform;
|
||||
|
||||
private Camera mainCamera;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
rectTransform = GetComponent<RectTransform>();
|
||||
image = transform.Find("Image").GetComponent<Image>();
|
||||
_rectTransform = GetComponent<RectTransform>();
|
||||
_cardComTransform = transform.Find("CardCom").GetComponent<Transform>();
|
||||
_image = _cardComTransform.Find("Image").GetComponent<Image>();
|
||||
_selectCardUi = transform.GetComponentInParent<TycoonSelectCard>();
|
||||
_cardArea = transform.Find("Area").GetComponent<TycoonCardArea>();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
mainCamera = TycoonCameraManager.Instance.MainCamera;
|
||||
}
|
||||
|
||||
//지정된 IDX값으로 정보값 초기화
|
||||
public void SetCard(string cardIdx)
|
||||
{
|
||||
_cardDataForIDX = TycoonManager.Instance.CardDataSo.GetDataByIdx(cardIdx);
|
||||
|
||||
Transform nameTransform = transform.Find("Name");
|
||||
Transform infoTransform = transform.Find("Infomation");
|
||||
|
||||
TextMeshProUGUI nametextComponent = nameTransform.GetComponent<TextMeshProUGUI>();
|
||||
nametextComponent.text = _cardDataForIDX.Img;
|
||||
|
||||
TextMeshProUGUI infotextComponent = infoTransform.GetComponent<TextMeshProUGUI>();
|
||||
infotextComponent.text = _cardDataForIDX.ScriptText;
|
||||
}
|
||||
|
||||
image.sprite = _cardDataForIDX.Sprite;
|
||||
private void Update()
|
||||
{
|
||||
//Debug.Log(_mainCamera.WorldToScreenPoint(GameManager.Instance.CurrentTycoonPlayer.transform.position));
|
||||
//카메라 기준 캐릭터의 위치를 가져옴
|
||||
}
|
||||
|
||||
//지정된 IDX값으로 정보값 초기화
|
||||
public void SetCard(string cardIdx)
|
||||
{
|
||||
Debug.Log(cardIdx);
|
||||
CardDataForIdx = TycoonManager.Instance.CardDataSo.GetDataByIdx(cardIdx);
|
||||
|
||||
Transform infoTransform = transform.Find("CardCom/Infomation");
|
||||
TextMeshProUGUI infotextComponent = infoTransform.GetComponent<TextMeshProUGUI>();
|
||||
infotextComponent.text = CardDataForIdx.ScriptText;
|
||||
|
||||
_image.sprite = CardDataForIdx.Sprite;
|
||||
}
|
||||
|
||||
[Button("회전")]
|
||||
public void Rotation_Start()
|
||||
{
|
||||
RectTransform rectTransform = this.GetComponent<RectTransform>();
|
||||
rectTransform.localRotation = Quaternion.Euler(0,-180,0);
|
||||
_cardComTransform.localRotation = Quaternion.Euler(0, -180,0);
|
||||
_cardComTransform.localScale = new Vector3(0,0,0);
|
||||
|
||||
if (currentRotationCoroutine != null)
|
||||
if (_currentRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(currentRotationCoroutine);
|
||||
currentRotationCoroutine = null;
|
||||
StopCoroutine(_currentRotationCoroutine);
|
||||
_currentRotationCoroutine = null;
|
||||
}
|
||||
|
||||
currentRotationCoroutine = StartCoroutine(RotateOverTime());
|
||||
_currentRotationCoroutine = StartCoroutine(RotateOverTime());
|
||||
|
||||
|
||||
// Resources.Load()
|
||||
}
|
||||
|
||||
// 마우스가 이미지 위에 올라갔을 때 호출
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
if (endRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(endRotationCoroutine);
|
||||
endRotationCoroutine = null;
|
||||
}
|
||||
|
||||
public void Spawn()
|
||||
{
|
||||
|
||||
isPointerInside = true;
|
||||
}
|
||||
|
||||
// 마우스가 이미지에서 벗어났을 때 호출
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
image.color = new Color(1.0f,1.0f,1.0f,1.0f);
|
||||
|
||||
if (endRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(endRotationCoroutine);
|
||||
endRotationCoroutine = null;
|
||||
}
|
||||
|
||||
endRotationCoroutine = StartCoroutine(ReturnToZeroRotation());
|
||||
|
||||
isPointerInside = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
*
|
||||
// 마우스 클릭 시 호출
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
switch (_cardData) //탐색 후 행동...
|
||||
if (_enable)
|
||||
{
|
||||
//TycoonManager.Instance.TycoonStatus.CurrentExp += 10; 이런거 넣어주자...
|
||||
case "": break;
|
||||
default: Debug.Log("Not Found Card : IDX");break;
|
||||
}
|
||||
|
||||
TycoonManager.Instance.CardDataSo.AddToSelectedCard(_cardDataForIDX);
|
||||
}
|
||||
|
||||
public void OnPointerMove(PointerEventData eventData)
|
||||
{
|
||||
|
||||
if (isPointerInside)
|
||||
{
|
||||
Vector2 localPoint;
|
||||
|
||||
// 마우스 포인터의 화면 좌표(eventData.position)를 이미지의 로컬 좌표(localPoint)로 변환
|
||||
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, eventData.position, mainCamera, out localPoint))
|
||||
switch (_cardData) //탐색 후 행동...
|
||||
{
|
||||
// 이미지 내에서의 좌표를 정규화된 값으로 변환 (0,0)이 이미지의 왼쪽 아래, (1,1)이 오른쪽 위
|
||||
Vector2 normalizedPoint = new Vector2(
|
||||
(localPoint.x - rectTransform.rect.xMin) / rectTransform.rect.width,
|
||||
(localPoint.y - rectTransform.rect.yMin) / rectTransform.rect.height
|
||||
);
|
||||
|
||||
// 좌표를 중심 기준으로 (-0.5, -0.5)에서 (0.5, 0.5)로 변환 (이미지 중앙이 0,0이 되도록)
|
||||
Vector2 centeredNormalizedPoint = normalizedPoint - new Vector2(0.5f, 0.5f);
|
||||
|
||||
// X와 Y축의 회전 각도를 마우스 위치에 따라 계산 (최대 회전 각도를 15도로 제한)
|
||||
float rotationX = Mathf.Clamp(-centeredNormalizedPoint.y * maxRotationAngle * 2, -maxRotationAngle, maxRotationAngle);
|
||||
float rotationY = Mathf.Clamp(centeredNormalizedPoint.x * maxRotationAngle * 2, -maxRotationAngle, maxRotationAngle);
|
||||
|
||||
// 회전을 적용 (X축은 위아래 기울기, Y축은 좌우 기울기)
|
||||
rectTransform.localRotation = Quaternion.Euler(rotationX, rotationY, 0f);
|
||||
|
||||
// Debug.Log($"Mouse Position on Image (relative): ({normalizedPoint.x}, {normalizedPoint.y}), Rotation: ({rotationX}, {rotationY})");
|
||||
//TycoonManager.Instance.TycoonStatus.CurrentExp += 10; 이런거 넣어주자...
|
||||
case "": break;
|
||||
default:
|
||||
Debug.Log("Not Found Card : IDX");
|
||||
break;
|
||||
}
|
||||
|
||||
TycoonManager.Instance.CardDataSo.AddToSelectedCard(_cardDataForIdx);
|
||||
|
||||
//해당 밑줄은 따로 메소드를 만들어주자... 여기서 호출하는게 아니라 SelectCardUi에서 호출받는 방식으로...
|
||||
this.SetEnable(false);
|
||||
_isPointerInside = false;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
private IEnumerator ReturnToZeroRotation()
|
||||
{
|
||||
Quaternion startRotation = rectTransform.localRotation;
|
||||
Quaternion endRotation = Quaternion.identity;
|
||||
float timeElapsed = 0f;
|
||||
|
||||
while (timeElapsed < 1f)
|
||||
{
|
||||
// 점진적으로 원래 회전 상태로 돌아가기
|
||||
rectTransform.localRotation = Quaternion.Slerp(startRotation, endRotation, timeElapsed);
|
||||
timeElapsed += Time.deltaTime * returnSpeed;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 최종적으로 완전한 초기 회전 상태로 설정
|
||||
rectTransform.localRotation = Quaternion.identity;
|
||||
endRotationCoroutine = null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
private IEnumerator RotateOverTime() //카드를 회전시킴!
|
||||
private IEnumerator RotateOverTime() //카드를 등장하며 회전시킴!
|
||||
{
|
||||
|
||||
RectTransform rectTransform = this.GetComponent<RectTransform>();
|
||||
Transform backObject = rectTransform.Find("Back");
|
||||
Transform backObject = transform.Find("CardCom/Back");
|
||||
backObject.gameObject.SetActive(true);
|
||||
Quaternion startRotation = rectTransform.localRotation;
|
||||
Quaternion startRotation = _cardComTransform.localRotation;
|
||||
Quaternion targetRotation = Quaternion.Euler(0, 0, 0);
|
||||
|
||||
Vector3 initialScale = _cardComTransform.localScale;
|
||||
|
||||
float elapsedTime = 0.0f;
|
||||
|
||||
while (elapsedTime < RotationDurationCard)
|
||||
while (elapsedTime < 0.5f)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
elapsedTime += Time.unscaledDeltaTime;
|
||||
|
||||
float t = elapsedTime / 0.5f;
|
||||
float easedT = easedT = EaseEffect.BounceOut(t);
|
||||
|
||||
_cardComTransform.localScale = Vector3.Lerp(initialScale, new Vector3(0.95f,0.95f,0.95f), easedT);
|
||||
|
||||
float t = elapsedTime / RotationDurationCard;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
elapsedTime = 0.0f;
|
||||
|
||||
while (elapsedTime < rotationDurationCard)
|
||||
{
|
||||
elapsedTime += Time.unscaledDeltaTime;
|
||||
|
||||
float t = elapsedTime / rotationDurationCard;
|
||||
float easedT = t;
|
||||
|
||||
if (AccelerationCard == Acceleration.EaseExpoIn) easedT = Mathf.Pow(2, 10 * (t - 1)) ;
|
||||
else if (AccelerationCard == Acceleration.EaseExpoOut) easedT = 1 - Mathf.Pow(2, -10 * t);
|
||||
else if (AccelerationCard == Acceleration.EaseBounceIn) easedT = 1 - BounceOut(1 - t);
|
||||
else if (AccelerationCard == Acceleration.EaseBounceOut) easedT = BounceOut(t);
|
||||
if (accelerationCard == Acceleration.EaseExpoIn) easedT = Mathf.Pow(2, 10 * (t - 1)) ;
|
||||
else if (accelerationCard == Acceleration.EaseExpoOut) easedT = 1 - Mathf.Pow(2, -10 * t);
|
||||
else if (accelerationCard == Acceleration.EaseBounceIn) easedT = 1 - EaseEffect.BounceOut(1 - t);
|
||||
else if (accelerationCard == Acceleration.EaseBounceOut) easedT = EaseEffect.BounceOut(t);
|
||||
|
||||
rectTransform.localRotation = Quaternion.Lerp(startRotation, targetRotation, easedT);
|
||||
_cardComTransform.localRotation = Quaternion.Lerp(startRotation, targetRotation, easedT);
|
||||
|
||||
float currentYRotation = rectTransform.localRotation.eulerAngles.y;
|
||||
float currentYRotation = _cardComTransform.localRotation.eulerAngles.y;
|
||||
|
||||
if (currentYRotation <= 90.0f && backObject.gameObject.activeSelf)
|
||||
{
|
||||
backObject.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (elapsedTime > rotationDurationCard / 1.8)
|
||||
{
|
||||
_cardArea.SetEnable(true);
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
rectTransform.localRotation = targetRotation;
|
||||
_cardComTransform.localRotation = targetRotation;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//가속도를 위한 함수...▼
|
||||
float BounceOut(float t)
|
||||
{
|
||||
if (t < (1 / 2.75f))
|
||||
{
|
||||
return 7.5625f * t * t;
|
||||
}
|
||||
else if (t < (2 / 2.75f))
|
||||
{
|
||||
t -= (1.5f / 2.75f);
|
||||
return 7.5625f * t * t + 0.75f;
|
||||
}
|
||||
else if (t < (2.5f / 2.75f))
|
||||
{
|
||||
t -= (2.25f / 2.75f);
|
||||
return 7.5625f * t * t + 0.9375f;
|
||||
}
|
||||
else
|
||||
{
|
||||
t -= (2.625f / 2.75f);
|
||||
return 7.5625f * t * t + 0.984375f;
|
||||
}
|
||||
}
|
||||
}
|
237
Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs
Normal file
237
Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs
Normal file
@ -0,0 +1,237 @@
|
||||
|
||||
using System.Collections;
|
||||
using BlueWater;
|
||||
using BlueWater.Tycoons;
|
||||
using BlueWater.Uis;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
using UnityEngine.Android;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
/*
|
||||
* 마우스와 카드의 상호작용
|
||||
* 마우스가 올라왔을 때와 움직일때, 클릭하는 곳의 범위를 지정하고 해당 범위에 맞춰서 카드의 움직임과 효과를 담당한다.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
/*
|
||||
*To do
|
||||
*회전하는 객체 가져오기
|
||||
* 그림은 덜 회전하도록 하기 (절반 이상)
|
||||
* 카드 회전(돌아가는거), 획득, 등장은 따로 빼놓고 Card 스크립트에 분리시켜놓기
|
||||
*/
|
||||
|
||||
public class TycoonCardArea : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler ,IPointerMoveHandler
|
||||
{
|
||||
//Area 활성화 유무
|
||||
private bool _enable = false;
|
||||
public void SetEnable(bool val) { _enable = val; }
|
||||
|
||||
private Coroutine _currentRotationCoroutine;
|
||||
|
||||
private float _maxRotationAngle;
|
||||
private float _returnSpeed;
|
||||
|
||||
private TycoonCard _parent; //부모
|
||||
private float _returnSpeedTime = 0.0f; // 복원속도를 더할 메서드
|
||||
private bool _isPointerInside; // 이미지 안에 마우스가 있는지 여부를 추적
|
||||
private Coroutine _startRotationCoroutine;
|
||||
private Coroutine _endRotationCoroutine;
|
||||
|
||||
private Image _image;
|
||||
private RectTransform _rectTransform;
|
||||
private Transform _cardComTransform;
|
||||
private Camera _uiCamera;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_parent = transform.parent.GetComponent<TycoonCard>();
|
||||
_rectTransform = this.GetComponent<RectTransform>();
|
||||
_cardComTransform = transform.parent.Find("CardCom").GetComponent<Transform>();
|
||||
_image = _cardComTransform.Find("Image").GetComponent<Image>();
|
||||
_maxRotationAngle = _parent.maxRotationAngle;
|
||||
_returnSpeed = _parent.returnSpeed;
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
_uiCamera = TycoonCameraManager.Instance.MainCamera;
|
||||
}
|
||||
|
||||
// 마우스가 이미지 위에 올라갔을 때 호출
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
if (_endRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_endRotationCoroutine);
|
||||
_endRotationCoroutine = null;
|
||||
}
|
||||
|
||||
if (_startRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_startRotationCoroutine);
|
||||
_startRotationCoroutine = null;
|
||||
}
|
||||
|
||||
if (_enable)
|
||||
{
|
||||
if (_currentRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_currentRotationCoroutine);
|
||||
_currentRotationCoroutine = null;
|
||||
}
|
||||
_startRotationCoroutine = StartCoroutine(StartToRotation());
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// 마우스가 이미지에서 벗어났을 때 호출
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
if (_enable)
|
||||
{
|
||||
if (_endRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_endRotationCoroutine);
|
||||
_endRotationCoroutine = null;
|
||||
}
|
||||
|
||||
if (_startRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_startRotationCoroutine);
|
||||
_startRotationCoroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (_enable)
|
||||
{
|
||||
_isPointerInside = false;
|
||||
_endRotationCoroutine = StartCoroutine(ReturnToZeroRotation());
|
||||
}
|
||||
}
|
||||
|
||||
// 마우스 클릭 시 호출
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
if (_enable)
|
||||
{
|
||||
_parent.transform.parent.GetComponent<TycoonSelectCard>().SelectedCard(_parent);
|
||||
|
||||
//해당 밑줄은 따로 메소드를 만들어주자... 여기서 호출하는게 아니라 SelectCardUi에서 호출받는 방식으로...
|
||||
this.SetEnable(false);
|
||||
_isPointerInside = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerMove(PointerEventData eventData)
|
||||
{
|
||||
if (_isPointerInside)
|
||||
{
|
||||
RotateCard();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// ReSharper disable Unity.PerformanceAnalysis
|
||||
private IEnumerator StartToRotation()
|
||||
{
|
||||
if (_endRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_endRotationCoroutine);
|
||||
_endRotationCoroutine = null;
|
||||
}
|
||||
|
||||
while (_returnSpeedTime < 1.0f)
|
||||
{
|
||||
_returnSpeedTime += Time.unscaledDeltaTime * _returnSpeed;
|
||||
|
||||
RotateCard();
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_isPointerInside = true;
|
||||
_returnSpeedTime = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
// ReSharper disable Unity.PerformanceAnalysis
|
||||
private IEnumerator ReturnToZeroRotation()
|
||||
{
|
||||
if (_startRotationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_startRotationCoroutine);
|
||||
_startRotationCoroutine = null;
|
||||
}
|
||||
|
||||
Quaternion startRotation = _cardComTransform.GetComponent<RectTransform>().localRotation;
|
||||
Quaternion endRotation = Quaternion.identity;
|
||||
|
||||
Vector3 initialScale = _cardComTransform.localScale;
|
||||
Vector3 targetScale = new Vector3(0.95f,0.95f,0.95f);
|
||||
|
||||
while (_returnSpeedTime > 0.0f)
|
||||
{
|
||||
_cardComTransform.GetComponent<RectTransform>().localRotation = Quaternion.Slerp(startRotation, endRotation, 1.0f - _returnSpeedTime);
|
||||
_returnSpeedTime -= Time.unscaledDeltaTime * _returnSpeed;
|
||||
|
||||
float t = (1.0f - _returnSpeedTime);
|
||||
t = 1 - Mathf.Pow(2, -10 * t);
|
||||
|
||||
_cardComTransform.localScale = Vector2.Lerp(initialScale, targetScale, t);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_returnSpeedTime = 0.0f;
|
||||
|
||||
_cardComTransform.GetComponent<RectTransform>().localRotation = Quaternion.identity;
|
||||
_endRotationCoroutine = null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void RotateCard()
|
||||
{
|
||||
Vector3 initialScale = _cardComTransform.localScale;
|
||||
Vector3 targetScale = new Vector3(1.05f, 1.05f, 1.0f); // 타겟 스케일 설정
|
||||
|
||||
// 마우스 포인터의 화면 좌표(eventData.position)를 이미지의 로컬 좌표(localPoint)로 변환
|
||||
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(_rectTransform, Input.mousePosition, _uiCamera, out var localPoint))
|
||||
{
|
||||
// RectTransform의 중심을 기준으로 정규화된 값으로 변환
|
||||
Vector2 normalizedPoint = new Vector2(
|
||||
(localPoint.x / _rectTransform.rect.width) + 0.5f,
|
||||
(localPoint.y / _rectTransform.rect.height) + 0.5f
|
||||
);
|
||||
|
||||
// 좌표를 중심 기준으로 (-0.5, -0.5)에서 (0.5, 0.5)로 변환 (이미지 중앙이 0,0이 되도록)
|
||||
Vector2 centeredNormalizedPoint = normalizedPoint - new Vector2(0.5f, 0.5f);
|
||||
|
||||
// Debug.Log($"Normalized Point: {centeredNormalizedPoint}");
|
||||
|
||||
// X와 Y축의 회전 각도를 마우스 위치에 따라 계산 (최대 회전 각도를 15도로 제한)
|
||||
float rotationX = Mathf.Clamp(-centeredNormalizedPoint.y * _maxRotationAngle * 2 * _returnSpeedTime, -_maxRotationAngle, _maxRotationAngle);
|
||||
float rotationY = Mathf.Clamp(centeredNormalizedPoint.x * _maxRotationAngle * 2 * _returnSpeedTime, -_maxRotationAngle, _maxRotationAngle);
|
||||
|
||||
// 회전을 적용 (X축은 위아래 기울기, Y축은 좌우 기울기)
|
||||
_cardComTransform.GetComponent<RectTransform>().localRotation = Quaternion.Euler(rotationX, rotationY, 0f);
|
||||
_image.GetComponent<RectTransform>().localRotation = Quaternion.Euler(-rotationX, 0f, 0f);
|
||||
}
|
||||
|
||||
// 스케일 보간 (Lerp)
|
||||
float t = Mathf.Clamp01(_returnSpeedTime);
|
||||
float easedT = 1 - Mathf.Pow(2, -10 * t);
|
||||
|
||||
// 스케일을 Lerp 함수를 사용하여 보간
|
||||
_cardComTransform.localScale = Vector3.Lerp(initialScale, targetScale, easedT);
|
||||
}
|
||||
|
||||
|
||||
}
|
2
Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs.meta
Normal file
2
Assets/02.Scripts/Ui/Tycoon/TycoonCardArea.cs.meta
Normal file
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d1c4a04abae2e284384797a0c5044e99
|
@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using BlueWater.Players.Tycoons;
|
||||
using BlueWater.Tycoons;
|
||||
using Mono.Cecil.Cil;
|
||||
using Sirenix.OdinInspector;
|
||||
@ -11,7 +12,7 @@ namespace BlueWater.Uis
|
||||
public class TycoonSelectCard : MonoBehaviour
|
||||
{
|
||||
|
||||
private Camera mainCamera;
|
||||
private Camera uiCamera;
|
||||
|
||||
[field: SerializeField, CLabel("카드 1")]
|
||||
private GameObject card01;
|
||||
@ -28,9 +29,11 @@ namespace BlueWater.Uis
|
||||
private TycoonCard _tycoonCard02Componet;
|
||||
private TycoonCard _tycoonCard03Componet;
|
||||
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
mainCamera = TycoonCameraManager.Instance.MainCamera;
|
||||
uiCamera = TycoonCameraManager.Instance.UiCamera;
|
||||
}
|
||||
|
||||
[Button("카드 생성하기(레벨업)")]
|
||||
@ -38,6 +41,8 @@ namespace BlueWater.Uis
|
||||
{
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
GameTimeManager.Instance.PauseGameTime();
|
||||
|
||||
// 기존 카드가 있으면 삭제
|
||||
if (_currentCard01 != null)
|
||||
{
|
||||
@ -53,7 +58,7 @@ namespace BlueWater.Uis
|
||||
}
|
||||
|
||||
_currentCard01 = Instantiate(card01, this.transform);
|
||||
_currentCard01.name = "Card";
|
||||
_currentCard01.name = "Card01";
|
||||
|
||||
_currentCard02 = Instantiate(card02, this.transform);
|
||||
_currentCard02.name = "Card02";
|
||||
@ -110,49 +115,150 @@ namespace BlueWater.Uis
|
||||
}
|
||||
|
||||
public void SelectedCard(TycoonCard currTycoonCard)
|
||||
{
|
||||
SelectedAnimation(currTycoonCard);
|
||||
}
|
||||
|
||||
private IEnumerator SelectedAnimation(TycoonCard currTycoonCard)
|
||||
{
|
||||
|
||||
// 화면의 해상도를 가져옴
|
||||
float screenWidth = Screen.width;
|
||||
float screenHeight = Screen.height;
|
||||
|
||||
// 오브젝트를 월드 좌표로 변환
|
||||
Vector3 leftOffScreenPosition = Camera.main.ScreenToWorldPoint(new Vector3(-500, screenHeight / 2, Camera.main.nearClipPlane));
|
||||
Vector3 rightOffScreenPosition = Camera.main.ScreenToWorldPoint(new Vector3(screenWidth + 500, screenHeight / 2, Camera.main.nearClipPlane));
|
||||
|
||||
// 현재 위치를 가져옴
|
||||
Vector3 leftStartPosition = _tycoonCard02Componet.transform.position;
|
||||
Vector3 rightStartPosition = _tycoonCard03Componet.transform.position;
|
||||
|
||||
// 일정 시간 동안 오브젝트를 이동
|
||||
float elapsedTime = 0;
|
||||
while (elapsedTime < 2f)
|
||||
GameTimeManager.Instance.ResumeGameTime();
|
||||
|
||||
switch (currTycoonCard.CardDataForIdx.Idx) //탐색 후 행동...
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
|
||||
// Ease Expo Out 계산 (t는 0에서 1 사이의 값)
|
||||
float t = elapsedTime / 2f;
|
||||
float easeValue = 1 - Mathf.Pow(2, -10 * t);
|
||||
|
||||
// 양쪽 오브젝트를 각각 이동
|
||||
_tycoonCard02Componet.transform.position = Vector3.Lerp(leftStartPosition, leftOffScreenPosition, easeValue);
|
||||
_tycoonCard03Componet.transform.position = Vector3.Lerp(rightStartPosition, rightOffScreenPosition, easeValue);
|
||||
|
||||
yield return null; // 한 프레임 대기
|
||||
//TycoonManager.Instance.TycoonStatus.CurrentExp += 10; 이런거 넣어주자...
|
||||
case "HeartPlus":
|
||||
TycoonManager.Instance.TycoonStatus.MaxPlayerHealth += 1 ;break;
|
||||
case "HeartHeal":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentPlayerHealth += 1 ;break;
|
||||
case "HeartAllHeal":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentPlayerHealth = TycoonManager.Instance.TycoonStatus.MaxPlayerHealth ;break;
|
||||
case "AddLiquidB":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentLiquidAmountB += 4000;break;
|
||||
case "AddLiquidC":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentLiquidAmountC += 4000;break;
|
||||
case "AddLiquidD":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentLiquidAmountD += 4000;break;
|
||||
case "AddLiquidE":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentLiquidAmountE += 4000;break;
|
||||
case "AddGarnish1":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentGarnishAmount1 += 4000;break;
|
||||
case "AddGarnish2":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentGarnishAmount2 += 4000;break;
|
||||
case "AddAllLiquid":
|
||||
TycoonManager.Instance.TycoonStatus.CurrentGarnishAmount1 += 1000;
|
||||
TycoonManager.Instance.TycoonStatus.CurrentGarnishAmount2 += 1000;break;
|
||||
case "ServerNpc": return; break;
|
||||
case "CleanerNpc": return; break;
|
||||
case "ChefNpc": return; break;
|
||||
case "SpeedUp":
|
||||
TycoonManager.Instance.TycoonStatus.PlayerMoveSpeedMultiplier += 0.05f; break;
|
||||
case "ExpGetUp": return; break;
|
||||
case "GoldGetUp": return; break;
|
||||
case "CleanUp": return; break;
|
||||
case "GuageReset": return; break;
|
||||
default: Debug.Log("Not Found Card : IDX" + currTycoonCard.CardDataForIdx.Idx); return; break;
|
||||
}
|
||||
|
||||
// 오브젝트 최종 위치 설정 (정확한 끝 위치 보장)
|
||||
_tycoonCard02Componet.transform.position = leftOffScreenPosition;
|
||||
_tycoonCard03Componet.transform.position = rightOffScreenPosition;
|
||||
TycoonManager.Instance.CardDataSo.AddToSelectedCard(currTycoonCard.CardDataForIdx);
|
||||
|
||||
StartCoroutine(SelectedAnimation(currTycoonCard));
|
||||
}
|
||||
|
||||
// ReSharper disable Unity.PerformanceAnalysis
|
||||
private IEnumerator SelectedAnimation(TycoonCard currTycoonCard)
|
||||
{
|
||||
Vector2 startPosition01; //시작 위치
|
||||
Vector2 endPosition01; // 목표 위치
|
||||
|
||||
Vector2 startPosition02; //시작 위치
|
||||
Vector2 endPosition02; // 목표 위치
|
||||
|
||||
Vector2 startPosition03; //시작 위치
|
||||
Vector2 endPosition03; //목표 위치
|
||||
|
||||
RectTransform rect01;
|
||||
RectTransform rect02;
|
||||
RectTransform rect03;
|
||||
|
||||
rect03 = currTycoonCard.GetComponent<RectTransform>();
|
||||
startPosition03 = rect03.anchoredPosition;
|
||||
endPosition03 = new Vector2(0.0f, 0.0f);
|
||||
|
||||
|
||||
// 화면의 해상도를 가져옴
|
||||
if (currTycoonCard == _tycoonCard01Componet) //우우
|
||||
{
|
||||
rect01 = _tycoonCard02Componet.GetComponent<RectTransform>();
|
||||
startPosition01 = rect01.anchoredPosition; // 시작 위치
|
||||
endPosition01 = new Vector2(Screen.width + 1500, startPosition01.y); // 목표 위치(좌측)
|
||||
|
||||
rect02 = _tycoonCard03Componet.GetComponent<RectTransform>();
|
||||
startPosition02 = rect02.anchoredPosition; // 시작 위치
|
||||
endPosition02 = new Vector2(Screen.width + 1500, startPosition02.y); // 목표 위치(좌측)
|
||||
}
|
||||
else if (currTycoonCard == _tycoonCard02Componet) //좌우
|
||||
{
|
||||
rect01 = _tycoonCard01Componet.GetComponent<RectTransform>();
|
||||
startPosition01 = rect01.anchoredPosition; // 시작 위치
|
||||
endPosition01 = new Vector2(-1500, startPosition01.y); // 목표 위치(좌측)
|
||||
|
||||
rect02 = _tycoonCard03Componet.GetComponent<RectTransform>();
|
||||
startPosition02 = rect02.anchoredPosition; // 시작 위치
|
||||
endPosition02 = new Vector2(Screen.width + 1500, startPosition02.y); // 목표 위치(좌측)
|
||||
}
|
||||
else //좌좌
|
||||
{
|
||||
rect01 = _tycoonCard01Componet.GetComponent<RectTransform>();
|
||||
startPosition01 = rect01.anchoredPosition; // 시작 위치
|
||||
endPosition01 = new Vector2(-1500, startPosition01.y); // 목표 위치(좌측)
|
||||
|
||||
rect02 = _tycoonCard02Componet.GetComponent<RectTransform>();
|
||||
startPosition02 = rect02.anchoredPosition; // 시작 위치
|
||||
endPosition02 = new Vector2(-1500, startPosition02.y); // 목표 위치(좌측)
|
||||
}
|
||||
|
||||
|
||||
float time = 0.0f; // 타이머 초기화
|
||||
int rotationDirection = Random.Range(0, 2) * 2 - 1; // 결과는 -1 또는 1
|
||||
|
||||
while (time < 1.0f)
|
||||
{
|
||||
time += Time.unscaledDeltaTime; // 시간 업데이트
|
||||
float t = EaseEffect.ExpoOut((time / 1.0f)); // 정규화된 시간
|
||||
|
||||
//캐릭터의 위치 반환 (실시간으로 움직이기 때문에... 계속 업데이트하면서 가져오기.)
|
||||
|
||||
// 위치 업데이트
|
||||
rect01.anchoredPosition = Vector2.Lerp(startPosition01, endPosition01, t);
|
||||
rect02.anchoredPosition = Vector2.Lerp(startPosition02, endPosition02, t);
|
||||
|
||||
// 선형 보간을 사용하여 위치와 크기 조정
|
||||
rect03.anchoredPosition = Vector2.Lerp(startPosition03, endPosition03, EaseEffect.ExpoOut((time / 1.0f) + 1.0f)); // 정규화된 시간
|
||||
rect03.localScale = Vector3.Lerp(Vector3.one, Vector3.zero, t);
|
||||
|
||||
// 포물선 효과 추가
|
||||
float height = Mathf.Sin(Mathf.PI * t) * 500f; // 높이
|
||||
float width = Mathf.Sin(Mathf.PI * t) * 200f * rotationDirection; // 폭
|
||||
rect03.anchoredPosition += new Vector2(width, height);
|
||||
|
||||
// Z축 회전 추가
|
||||
float rotationAngle = 15f * rotationDirection * t; // 최대 15도 회전
|
||||
rect03.rotation = Quaternion.Euler(new Vector3(0, 0, rotationAngle));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
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"m_DefaultValue": {
|
||||
"x": 0.0,
|
||||
"y": 0.0
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
},
|
||||
"m_Labels": []
|
||||
}
|
||||
@ -3211,8 +3212,8 @@
|
||||
"y": 0.0
|
||||
},
|
||||
"m_DefaultValue": {
|
||||
"x": 0.0,
|
||||
"y": 0.0
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"m_Labels": []
|
||||
}
|
||||
@ -4750,8 +4751,8 @@
|
||||
"y": 0.5
|
||||
},
|
||||
"m_DefaultValue": {
|
||||
"x": 0.0,
|
||||
"y": 0.0
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"m_Labels": []
|
||||
}
|
||||
@ -5144,8 +5145,8 @@
|
||||
"y": 1.0
|
||||
},
|
||||
"m_DefaultValue": {
|
||||
"x": 0.0,
|
||||
"y": 0.0
|
||||
"x": 1.0,
|
||||
"y": 1.0
|
||||
},
|
||||
"m_Labels": []
|
||||
}
|
||||
@ -5191,6 +5192,9 @@
|
||||
"m_AlphaClip": false,
|
||||
"m_CastShadows": true,
|
||||
"m_ReceiveShadows": true,
|
||||
"m_DisableTint": false,
|
||||
"m_AdditionalMotionVectorMode": 0,
|
||||
"m_AlembicMotionVectors": false,
|
||||
"m_SupportsLODCrossFade": false,
|
||||
"m_CustomEditorGUI": "",
|
||||
"m_SupportVFX": false
|
||||
@ -6948,8 +6952,8 @@
|
||||
"y": 0.5
|
||||
},
|
||||
"m_DefaultValue": {
|
||||
"x": 0.0,
|
||||
"y": 0.0
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"m_Labels": []
|
||||
}
|
||||
@ -8354,8 +8358,8 @@
|
||||
"y": 0.5
|
||||
},
|
||||
"m_DefaultValue": {
|
||||
"x": 0.0,
|
||||
"y": 0.0
|
||||
"x": 0.5,
|
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"y": 0.5
|
||||
},
|
||||
"m_Labels": []
|
||||
}
|
||||
|
@ -53,7 +53,7 @@ MonoBehaviour:
|
||||
\ub418\ub3cc\uc544\uac04\ub2e4"},"ID":35,"Name":"Move","Instant":true,"Boolean<UseMovePosition>k__BackingField":true,"SharedVector3<MovePosition>k__BackingField":{"Type":"BehaviorDesigner.Runtime.SharedVector3","Name":null,"Vector3mValue":"(3.5,0,-16.5)"},"SharedCollider<Target>k__BackingField":{"Type":"BehaviorDesigner.Runtime.SharedCollider","Name":null}},{"Type":"BlueWater.BehaviorTrees.Actions.CheckOut","NodeData":{"Offset":"(70,150)"},"ID":36,"Name":"Check
|
||||
Out","Instant":true}]}]}]},{"Type":"BehaviorDesigner.Runtime.Tasks.Sequence","NodeData":{"Offset":"(1599.93726,154.760559)","Comment":"\ud1f4\uc7a5\ud55c\ub2e4"},"ID":37,"Name":"Sequence","Instant":true,"AbortTypeabortType":"None","Children":[{"Type":"BehaviorDesigner.Runtime.Tasks.Wait","NodeData":{"Offset":"(-145.702881,148.345764)"},"ID":38,"Name":"Wait","Instant":true,"SharedFloatwaitTime":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1},"SharedBoolrandomWait":{"Type":"BehaviorDesigner.Runtime.SharedBool","Name":null,"BooleanmValue":false},"SharedFloatrandomWaitMin":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1},"SharedFloatrandomWaitMax":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1}},{"Type":"BlueWater.BehaviorTrees.Actions.Move","NodeData":{"Offset":"(2.761672,146.545288)","Comment":"\uc785\uad6c\ub85c
|
||||
\ub418\ub3cc\uc544\uac04\ub2e4"},"ID":39,"Name":"Move","Instant":true,"Boolean<UseMovePosition>k__BackingField":true,"SharedVector3<MovePosition>k__BackingField":{"Type":"BehaviorDesigner.Runtime.SharedVector3","Name":null,"Vector3mValue":"(3.5,0,-16.5)"},"SharedCollider<Target>k__BackingField":{"Type":"BehaviorDesigner.Runtime.SharedCollider","Name":null}},{"Type":"BlueWater.BehaviorTrees.Actions.CheckOut","NodeData":{"Offset":"(170,150)"},"ID":40,"Name":"Check
|
||||
Out","Instant":true}]}]},"Variables":[{"Type":"BehaviorDesigner.Runtime.SharedGameObject","Name":"MyObj","IsShared":true},{"Type":"BehaviorDesigner.Runtime.SharedInt","Name":"HappyPoint","IsShared":true,"Int32mValue":0}]}'
|
||||
Out","Instant":true}]}]},"DetachedTasks":[{"Type":"BehaviorDesigner.Runtime.Tasks.Wait","NodeData":{"Offset":"(-274.324219,1254.28357)"},"ID":41,"Name":"Waitaa","Instant":true,"SharedFloatwaitTime":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":0},"SharedBoolrandomWait":{"Type":"BehaviorDesigner.Runtime.SharedBool","Name":null,"BooleanmValue":false},"SharedFloatrandomWaitMin":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1},"SharedFloatrandomWaitMax":{"Type":"BehaviorDesigner.Runtime.SharedFloat","Name":null,"SinglemValue":1}}],"Variables":[{"Type":"BehaviorDesigner.Runtime.SharedGameObject","Name":"MyObj","IsShared":true},{"Type":"BehaviorDesigner.Runtime.SharedInt","Name":"HappyPoint","IsShared":true,"Int32mValue":0}]}'
|
||||
fieldSerializationData:
|
||||
typeName: []
|
||||
fieldNameHash:
|
||||
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue
Block a user